This is the fundamental problem with most granular resource/logistic (e.g. weight or inventory management) systems. They're fiddly, complex, slow...and the "reward" for using them is that you don't have problems. This is, I think, the real reason why such things are mostly unpopular. Players enjoy tallying up numbers that reward them--"big number go up" is a meme for a reason--but tallying numbers that solely punish them when the numbers are bad, not so much.
Food and water are probably the only exception to this, and that's mostly because we know the visceral meaning of hunger and thirst. Even then, such "survival mechanics" often lose their luster pretty quickly if their only effect is "avoid penalties."
I'd really love to see serious game design put into trying to make survival, resource, and/or logistical mechanics that reward success, rather than only punishing failure.